Does this mean that I can make the prices of my gamepasses 3x higher in the United States, whilst keeping it the same everywhere else? Because I would be interested in doing this for a silly little game
You aren’t being punished. People living in richer countries tend to have more money to spend on e.g. games than people in the same class in poorer countries, this is simple economics.
If a gamepass is $5, and you make $10 an hour as a cashier, you only need to work for half an hour to be able to purchase it. However, a cashier living in e.g. South America might need to work a full hour to earn the same money, ergo the actual price of the item is twice as high for them - it’s a matter of perspective. If you halve the price of the gamepass for the South American, it means that both you and they worked the exact same amount of time and were able to purchase the same product. You are not being punished, as nothing changed for you. Instead, more people are able to access a commodity that you would usually have access to.
Regional pricing benefits the developer significantly. The same players that would not be able to justify many purchases, now have prices adjusted in such a way that they can spend the same amount of money as before and get more benefits. This means that more developers will get paid, and even though the prices are lower, and developers get less - getting $2 is better than getting $0, and this adds up quickly. It’s important to note that this isn’t a move to punish anybody, but to level the playing field.
You’re comparing apples to oranges. A computer is a physical item, which takes actual real world resources to build - lithium, steel, copper (lots of it), plastic, etc etc etc. Due to globalisation and the massive industrialisation in East Asia, prices for these resources are pretty much the same everywhere. Your graphics card gets produced in e.g. Taiwan, and then gets shipped to the US, UK, or wherever the consumer lives. This means that the only pricing difference is in shipping, but the materials required to build it and the labour cost a fixed rate for the consumer.
The 100% online service (game, gamepass, dev product, etc.) has nothing to do with real world manufacturing. It’s pricing is not based on real world resources. Digital pricing is often just driven by the idea of maximising profit. Since regional pricing results in more sales, this means that profit is increased, therefore digital prices are often localised to countries. Apple, Google, Microsoft, Steam [publishers] and many other big tech companies adjust their prices for this exact reason.
Isn’t this kind of useless since Robux is already purchased at country-specific price ranges?
Where is the cheapest country to buy Robux? - 22/1/2025, price of 400 robux.
This makes Robux already a balanced currency across every country, or is Roblox planning to scrap this feature to make room for regional-pricing in product purchases only?
This update could pose a privacy risk by indirectly exposing a user’s country.
You can already get the player country by using LocalizationService
Hi Creators,
Thank you for your questions and feedback! Sharing a few updates and clarifications + our FAQ has been updated with the following:
What is the maximum price difference for a pass once regional pricing is enabled?
- Regionalized prices can be as low as 30% of the default price. For example, a pass with a default global price of 100 Robux can be as low as 30 Robux in some regions, depending on local economies. We recognize that this was confusing as described, and have updated our documentation to include an example.
Do you plan to introduce regional pricing for avatar items, developer products, and plug-ins?
- We plan to introduce regional pricing for avatar items in the coming months and will have more to share very soon. We also plan to enable regional pricing for developer products later this year, along with a solution allowing creators to manage gifting and trading of developer products that are priced regionally. We do not currently plan to extend regional pricing capabilities to plug-ins, but will let the community know if that changes. Thank you for the suggestion!
How do I preview the price of my pass in each country?
- On Monetization > Passes > Regional Pricing, select Enable Regional Pricing. The Top Countries/Regions list updates to show the adjusted regional price per country or region based on the default price of the Pass. To view regional prices for all countries and regions, click View all.
Can I preview and test purchases for my regionalized passes?
- You can use the Dynamic Price Check tool to preview the price a user will be shown for a regionalized game pass prior to enabling. Instructions for doing so can be found here. As of today, the Dynamic Price Check tool can no longer be used to test the purchase flow of a pass before enabling Regional Pricing.
How can I check the price a user is shown as a result of Regional Pricing?
-
Developers can call GetProductInfo from a client script to fetch the price the user sees for a particular product or pass. This works for prices that have been regionalized as well as prices that are dynamic during a price optimization test.
local gamePassId = 1234567890 local MarketplaceService = game:GetService("MarketplaceService") local product = MarketplaceService:GetProductInfo(productId, Enum.InfoType.GamePass) local priceInRobux = product.PriceInRobux
Ok then the LocalizationService and this update could pose a privacy risk by indirectly or directly exposing a user’s country.
Thank you & the team so very much for listening to user feedback here!
You have opps around the world ready to get you or something? A country is kinda useless to have if you don’t know where the person is inside the country or what they look like.
is regional pricing effective for anyone?
As long as you enable them its for everyone. You gotta enable one by one tho.
When you connect to any website or server, you broadcast your IP to the server, and anyone could just feed that into a geolocation service. Roblox already knows that.
“OH NO, MY COUNTRY GOT EXPOSED IM GETTING DOXXED”, kid, just because a feature allows you to get a user’s country doesn’t mean that its dangerous.
Finally. Someone came out and said it clearly.
This has actually been the issue for a long time now (around 3 years i think) - not being able to detect the spent robux amount on the server
But seeing that this Regional Pricing update made the issue way more obvious, now roblox has to fix something thats been in the backlog for 3 years.
Well… i hope they fix it…
To put it simply.
Roblox, pls add
local priceInRobux = product.PriceInRobux
as an analytics signal that we can read and see what players are actually spending inside the game when a gamepass purchase has been made.
guys i think your update broke pls donate…